This thread is for listing all my AI patches, which currently totals 15 characters, including an additional 2 low-effort joke edits.All my patches are designed for AI vs AI combat on SpriteClub, many of them will be quite unfair for players to battle against.All my patches can be downloaded here: [url=All my patches can be downloaded from here: All my patches can be downloaded from here: https://1drv.ms/f/s!AvB0v1E0zwo8b72c1bEZwVbQgL8. Has download links for both the full versions (original + patch) and patch only versions (will need to download the base separately).

Chartette (Force AI) by SXVector

Character readme:

Quote:As Chartette almost entirely lacks the ability to do combo's, as well as it being my first patch, the AI is not much more than a glorified button masher. Unlike the vast majority of my other patches, this one should be quite suitable for human play.
Finally, to try and make the AI a little better, the AI can block at certain times that a human cannot. You can adjust this in the "Config.txt" if you wish, but it's a marginal difference in performance.
This character comes packaged along with vgma2/vgmaster2point0/BOlimar's Voice Patch.
If you wish, you can disable this in "Config.txt" as well.
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Notable character changes:
- None!
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Credits:
- SXVector, the original author of Chartette.
- M3, for the AI ON sprite.

Rusty by woman

Character readme:

Quote:Unlike most of my AI's, Rusty shouldn't be too challenging for a human. She was my 2nd AI patch, and on a rather crappy character, so her AI is a bit dumb (just blindly charges in every time) and her moveset a bit limited (she really likes to grab). So I don't know if she'd actually be fun to fight.
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Notable character changes:
- This character was quite non-functional originally... There were too many changes to be made.
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Credits:
- woman, the original author of Rusty.
- M3, for the AI ON sprite.

Gogan by IF

Character readme:

Quote:This AI is a fairly basic button masher, so it probably won't be too bad for a human to play against. However, due to her innate insanely high damage and merciless super usage, she's bound to be one hell of an opponent.

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Notable character changes:
- None!

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Credits:
- IF, the original author of Gogan.
- M3, for the base of the AI helper system that I adapted for my own purposes, as well as the AI ON sprite.

Azurite (v.1.2) by ReVolUTioN-DeLtAPlease check the above video for Gogan.
Character readme:

Quote:By default, the AI abuses an infinite to gain full meter (due to damage scaling it cannot deal infinite damage). Most of the time it can only be used in the corner, but I've seen her sometimes use it on larger hitbox characters even outside of the corner.
If you want to disable it, please look for the following line in "Config.txt":

value = 1 ; <- Infinite abuse switch

and change the value to 0.

I added Sad Claps code that activates on palette 12 only. For some reason, her AI blocks every hit on this palette, making her almost impossible to kill for normal characters.

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Notable character changes:
- A number of guardflags were changed to give Azurite a more complicated guard sequence.
- Due to low usability, the 1000-meter cost slash super now deals up to 100% additional damage depending on how low the enemies health is, and no longer deals significantly reduced damage mid-combo (this was probably a bug anyway).
- EX moves now give iframes for their full duration.

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Credits:
- ReVolUTioN-DeLtA, the original author of Azurite.
- M3, for the base of the AI helper system that I adapted for my own purposes, as well as the AI ON sprite.
- DrKelexo/Reza, for the wonder that is Sad Claps.

Chartette Force

Quote:This is a strengthening patch for Chartette by Arxos.
Although I consider it a patch, the character hardly resembles the original in playstyle...
The character specs are pretty brutal, being designed for fairly high strength AI vs AI fights.
A number of settings can be customised in "Config.txt", but even with everything at minimum she's a monster.
Honestly, I might have gone too far and may tone her down in the future.
This character comes packaged along with vgma2/vgmaster2point0/BOlimar's Voice Patch.
If you wish, you can disable it in "Config.txt".
Furthermore, to distinguish Chartette Force from standard Chartette, she uses a difference sequence of palette's.
If you wish to use the standard sequence, please find line 2323 in ChartteC.cns:
dest = 1,ifelse(palno<=4, 19-palno, 13-palno)
TO
dest = 1,palno
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Notable character changes:
- Too many to name.
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Credits:
- SXVector, the original author of Chartette.
- M3, for the base of the AI helper system that I adapted for my own purposes, as well as the AI ON sprite.
- ReVolUTioN-DeLtA for using his knockback code from Azurite.
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Original credits:
Wonderful World Doujin Game Makers - For sprites (2d Fighter Maker Rip)
Dissidia - Palettes (hatsune miku and sakura) / Testing
Sin - 3 Palettes / Testing
Kai - Palettes/Testing
Darts - Palettes/Testing
Bazooka - Code Usage (Thank you!)
By SXVector
Character readme:

Hime Len by M3

Character readme:

Quote:Hime Len is essentially a Rachel edit from Blazblue and has some really complex systems, primarily moving her many helpers and even opponent position using her wind charges. This AI took me a long time to create (I really wanted to make this right after the original Chartette, but knew I would not be able to do her complexity justice at the time...). She avoids direct combat pretty hard, and relies on only two means of starting her assault (neco helper or divebomb).
Please check the "Config.txt" in the ForceAI folder, not the base folder! Hime Len has many options.
Of particular interest is the "Always enable auxiliary AI" switch. This means that Hime Len will operate the wind charges for you, even under human play. Because her combo's are complex, as well as at times directionally contradicting, this makes things a lot easier and allows you to do some amazing combo's without having to bend over backwards. By default this is on.
As of note, this version does not include the February 17 patch for Hime Len. I had already completed the patch by the time I found that patch.
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Palette details:
- On 1-4p, the settings are precisely as in the "Config.txt", on 5p+ some settings got overriden.
- 5p: AI abuses near-infinite grab loops (note: does almost nothing alone)
- 6p: Damage scaling disabled
- 7p: Unlimited wind charges
- 8p: Near-infinite grab loops + Damage scaling disabled
- 9p: Near-infinite grab loops + Unlimited wind charges
- 10p: Damage scaling disabled + Unlimited wind charges
- 11p: Near-infinite grab loops + Damage scaling disabled + Unlimited wind charges
- 12p: Same as 11p, but will also spawn lots of things at random and gain high health regen. Unlike 1-11p, the AI isn't coded to work with this palette, so she will be as confused as you are. This palette is purely for fun, it is a very silly palette.
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Notable character changes:
- Damage scaling adjusted to canon Blazblue values (overall slight buff).
- Some moves were adjusted to create additional combo routes that looked like they should've be possible.
- Helpers no longer despawn whenever Hime Len takes damage.
- Divebomb now makes Hime Len invulnerable when moving fast enough.
- Circuit Spark cost reduced from 2000 to 1500. Also has more iframes and knockback time because you would often instantly get hit again.
- Last Arc cost reduced from 2000 to 1500. The setup required is too much to warrant dealing 35% damage at best for 2000 meter.
- Hime Len now enforces her own fall.defence_up multiplier on enemies, because I got tired of seeing her combo's do almost no damage to enemies that thought a fall.defence_up multiplier of 200 was cool.
- Can no longer mid-air recover from mine hits.
- For ease of use, the supers can now be activated using the much simpler commands of Forward/Backward + Z.
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Credits:
- M3, the original author of Hime Len.
- M3, for the base of the AI helper system that I adapted for my own purposes, as well as the AI ON sprite.

White Len Force by M3

Character readme:

Quote:White Len Force is heavily based on counters and geneal confusion through illusions, making her very hard to catch.
White Len Force has an EX mode that is normally only enabled in 12p, but you can use "Config.txt" (in ForceAI folder, not base folder!) to change those conditions. In EX mode she gains meter/life regen, a higher damage scaling cap, increased iframes and the AI will show less openings. This is purely designed for beating the highest level of AI's that aren't just flat out god-tiers, I don't recommend even trying to beat this palette as a human.
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Notable character changes:
- Damage significantly increased, but damage scaling is also more rapid. Overall, the damage is not much higher outside of supers, but most of the damage will be dealt in the first few hits.
- Changed some move timings to create an additional combo route that looked like it should've been possible.
- Can no longer be grabbed out of her counters.
- Iframes on succesful counter increased, to prevent certain characters with large and long-lasting attacks to simply hit her instantly again.
- Circuit Spark cost reduced from 2000 to 1500. Also has more iframes and knockback time because you would often instantly get hit again.
- Phantom damage multiplier is now set to a static amount rather than using that of White Len Force herself. Overall, this means the damage it deals is actually significant unlike before.
- Ice Spikes now have additional hit stun (small for normal spike, large for super spike) to allow certain follow-ups. It looked to me like that is how they should behave, and it made the character more interesting to me.
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Credits:
- M3, the original author of White Len Force.
- M3, for the base of the AI helper system that I adapted for my own purposes, as well as the AI ON sprite.

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Notable character-specific changes:
- Added an option for an alternate control scheme (on by default).
- Changed a few guardflags and fixed a few attacks that allowed for instant recovery.
- Changed some things about grabs, the OHKO and Volcanic Viper. Check the Config.txt for more info or to change the settings.
- Because of being horribly bad, her heal super now costs less AND heals more.

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Credits:
- ROCKMarisa, the original author of Maximum Seraph.
- M3, for the base of the AI helper system that I adapted for my own purposes, as well as the AI ON sprite.

Dark Sonic by dshiznetz & Duralminn

Character readme:

Quote:This is an AI patch by Arxos for dshiznetz & Duralminn's Dark Sonic.

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Notable character-specific changes:
- Fixed a number of bugs that would allow certain specials and supers to ignore their meter/state requirement.
- Fixed a few other parts/some unused code (e.g. a grab that wasn't fully implemented).
- Changed a large number of guard flags to more logical values (e.g. air attacks can't be blocked low anymore).
- Added an EX mode that is active on 1-6p (can be modified in Config.txt). He's significantly stronger with it, but also feels better as he isn't so reliant on being able to rush down his enemy.
* EX mode increases Dark Sonic's defensive options with iframes on certain moves to match his overwhelming offense.
* Turns one of his moves into a combo breaking burst with a heal and cooldown on it.
* Gains 3 bars at the start of the match.

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Credits:
- dshiznetz & Duralminn, the original authors of Dark Sonic.
- M3, for the base of the AI helper system that I adapted for my own purposes, as well as the AI ON sprite.

All Counter Strike characters by armin_iuf
A total of eight of them! These patches make them significantly stronger, sometimes quite cheap even (for one, on popular demand the AWP sniper rifle now 1-shots).
General readme for these characters:

Quote:These are AI patches by Arxos for the Counter Strike characters made by armin_iuf.

The AI is designed to fight against other AI's on https://mugen.spriteclub.tv so it may feel unfair for a human to fight.
The AI will abuse some perhaps unintended behaviours, such as crouch-cancelling the special rifles for higher rates of fire.

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General CS changes:
- Most non-supers have had their damage and meter gain increased to be more significant.
- Specials and supers can now be combo'd into from normals.
- Fixed a few bullet accuracy bugs (would cause single-pixel 'deadzones' where guns could not hit).
- All instances of friendly fire have been removed.
- The grenades are no longer able to be hit and bounced around.
- Smoke will not damage characters in hitstun, meaning it will no longer disrupt combo's.
- Supers that come with a targeting crosshair will now slow down the game while they're active.
- In some cases, recovery times, hitboxes and hit velocity's have been adjusted to make combo's more consistent or even possible at all.
- Added a 12p that has infinite meter, unlimited ammo and 100% accuracy.

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Credits:
- armin_iuf, the original author of these characters.
- M3, for the base of the AI helper system that I adapted for my own purposes, as well as the AI ON sprite.

GSG9 Force

Quote:- Reduced the cost of the Auto Sniper from 3000 to 2000 meter.
- Increased the cost of the AWP from 1000 to 2000 meter. The AWP will now OHKO.

Quote:- The knife is now an unblockable OHKO. Cost changed to 1000 meter normally, or 3000 if combo'd into.
- Bazooka cost reduced from 3000 to 1000 meter.

SAS Force

Character-specific changes:

Quote:- Mines now always detonate on proximity.
- Roll can now be used mid-combo once with a superpause for 500 meter.
- One of the Crouch Medium attacks now launches the opponent into the air, allowing for an air combo (costs 1000 meter if you rolled during that same combo).
- Meter generation is now heavily suppressed while a smoker mine is active.

Quote:- Roll can now be used mid-combo once with a superpause for 500 meter.
- Stand Heavy now launches the opponent into the air, allowing for an air combo (costs 1000 meter if you rolled during that same combo).
- Auto Sniper reduced from 3000 meter to 2000 meter.

GIGN Force

Character-specific changes:

Quote:- Stand Heavy now launches the opponent into the air, allowing for an air combo.
- Increased the cost of the shotgun from 2000 to 3000 meter.
- Tank super now has enough pause to resume your current combo, guaranteeing it will hit, but at reduced damage.

Quote:- Being the melee specialist, Guerrilla Fighter's frame data has been slightly sped up to make him a more viable melee fighter.
- One of the Crouch Medium attacks now launches the opponent into the air, allowing for an air combo.

USN Force

Character-specific changes:

Quote:- As with the grenades, the drones no longer deal friendly fire.
- Drone movement speed increased.
- Airplane super now has enough pause to resume your current combo, guaranteeing it will hit. It will now OHKO.

Quote:- Being the only CS character to lack a third super, I gave Phoenix the ability to place down C4 (normally only possible in CS mirror matches). This is a 3000 cost super that will basically win you the round after roughly 18 seconds.
- Shotgun shells are now much more likely to knock the opponent back (guaranteed from a medium range). Damage has been significantly increased as well.
- Increased the cost of the AWP from 1000 to 2000 meter. The AWP will now OHKO.

Turbo Neff by Dark Ruler
This is just the normal Neff, but with Sad Claps code added to it. I swear, that's all that was needed to make him do... this.

Saitama by BadBoyz
This is just a simple patch that makes him button mash more, as well as remove a problematic NOKO flag (would usually just prevent the game from ending even though Saitama was clearly dead, leading to timeouts).